World Essence. The mysterious energy coursing throughout the entire land of Vor'ten, and very possibly the entire world. This energy has allowed humanity to flourish, building great empires and vast kingdoms, conquering nature itself with just a sweep of their hand. Humans were the strongest existence, and with the help of channeling this World Essence, many were able to turn into Magic Knights, gaining magical abilities to combat the various fierce beasts throughout the lands.
Alas... those glory days of old were long gone. Humanity has now been pushed to the brink of destruction, and now the remaining members of the human race are encased within giant domes known as 'Alkkras', made with the last remaining bits of the World Essence.
It was said that those giant domes were the last gifts left by the remnants of the ancient human race, as a means to protect the future generation from the attacks of the many wild beasts roaming outside. Five Spiritualist Invokers, all combined together, used the last bit of the World Essence and sacrificed their lives to lay a gigantic,
1028-seal formation magic array to form these barriers, forever saving humanity, but also trapping humanity within these barriers.
However, the humans were never completely helpless. No matter how little World Essence was left, the humans still had some remaining. Realizing the incoming crisis, the humans found a way to seal World Essence inside a special type of crystal.
Soon, these crystals began to become implanted into weapons, turning them into World Essence Weapons, and they began to display properties of their own.
Extreme heat. Bone chilling cold. Absurd sharpness.
These normal weapons, after being imbued with the energy of the World Essence Crystals, began to form natural affinities to elements. Fire. Water. Earth. Wind. Darkness. Light.
Using these weapons, one could become a Chevalier that wielded the power of the elements.
However, if one wanted to reach a higher level of enlightenment and understanding, one could become an Invoker.
Via the study of magic array formations, one could directly use the power of the World Essence to cast devastating magics upon the enemy. These people were Invokers, highly valued for their combat potential by the Army.
These weapons and magical arrays were used in the great fight between the humans and the beasts long ago. They had long since been put away in storage, almost long forgotten...
However, after ten-thousand years of suppression, the human race is beginning its counterattack against the Beasts...
Synth was an Invoker in the Magecroft Academy. However, his talent was terrible, being only at the Spark Stage. This led to him being looked down upon and bullied. He was unable to cast any Calamity-rank or even Destruction rank spells, and was only able to cast Coalescing rank spells at the age of 17, a record low in the academy for cultivating these rare Invokers. Even though he put in more effort than anyone else, he was still unable to advance his Channeling Energy.
But due to his constant research and study, Synth ended up creating a power that would go against the heavens - he had found how to Fuse spells together.
After trying it out once, merging the magical array for the Small Fireball and the Mortal Judgement skills, he was able to create a mid-rank Destruction tier spell, Holy Judgement Flame. However, after this, no matter how hard he tried, he was unable to fuse more spells together or even cast them, and noticed a weird, pentagram shaped formation on his left arm.
He would later call this mark the Fusion Magic Hex, a curse that prevented the wielder from casting magic that wasn't their own...
This meant that with the exception of Synth's newly created skill,
, he was going to have to create unique magic arrays if he ever wanted to step on the path of becoming an Invoker! This power that destroyed the laws of the Invoking System, and his unyielding persistence in testing and creating new spells, would later gain Synth the nickname the Unique Fusion Hex, and lead him to become one of the strongest beings in the entire World!
View | Series | Vol | Chap | Extra | Group/Host |
---|---|---|---|---|---|
|
Unique Fusion Magic Hex | 1 | 3-3.2 | Book 1, Chapter 3 - Crimson Premonition (Pt. 3.2/3.3) | RoyalRoadL |
|
Unique Fusion Magic Hex | 1 | 3-3.1 | Book 1, Chapter 3 - Crimson Premonition (Pt. 3.1/3.3) | RoyalRoadL |
|
Unique Fusion Magic Hex | 1 | 2-2.3 | Book 1, Chapter 2 - Enlightenment (Pt. 2.3/2.3) | RoyalRoadL |
|
Unique Fusion Magic Hex | 1 | 2-2.2 | Book 1, Chapter 2 - Enlightenment (Pt. 2.2/2.3) | RoyalRoadL |
|
Unique Fusion Magic Hex | 1 | 2-2.1 | Book 1, Chapter 2 - Enlightenment (Pt. 2.1/2.3) | RoyalRoadL |
|
Unique Fusion Magic Hex | 1 | 1-1.3 | Book 1, Chapter 1 - Truth and Consequence (Pt. 1.3/1.3) | RoyalRoadL |
|
Unique Fusion Magic Hex | 1 | 1-1.2 | Book 1, Chapter 1 - Truth and Consequence (Pt. 1.2/1.3) | RoyalRoadL |
|
Unique Fusion Magic Hex | 1 | 1-1.1 | Book 1, Chapter 1 - Truth and Consequence (Pt. 1.1/1.3) | RoyalRoadL |
|
Unique Fusion Magic Hex | 1 | 0.3-0.3 | Book 1, Prologue - To Each Their Own (Pt. 0.3/0.3) | RoyalRoadL |
|
Unique Fusion Magic Hex | 1 | 0.3-0.2 | Book 1, Prologue - To Each Their Own (Pt. 0.2/0.3) | RoyalRoadL |
|
Unique Fusion Magic Hex | 1 | 0.3-0.1 | Book 1, Prologue - To Each Their Own (Pt. 0.1/0.3) | RoyalRoadL |
|
Unique Fusion Magic Hex | 12-3.2 | Book 1, Chapter 3 - Crimson Premonition (Pt. 3.2/3.3) | RoyalRoadL | |
|
Unique Fusion Magic Hex | 11-3.1 | Book 1, Chapter 3 - Crimson Premonition (Pt. 3.1/3.3) | RoyalRoadL | |
|
Unique Fusion Magic Hex | 10-2.3 | Book 1, Chapter 2 - Enlightenment (Pt. 2.3/2.3) | RoyalRoadL | |
|
Unique Fusion Magic Hex | 9-2.2 | Book 1, Chapter 2 - Enlightenment (Pt. 2.2/2.3) | RoyalRoadL | |
|
Unique Fusion Magic Hex | 8-2.1 | Book 1, Chapter 2 - Enlightenment (Pt. 2.1/2.3) | RoyalRoadL | |
|
Unique Fusion Magic Hex | 7-1.3 | Book 1, Chapter 1 - Truth and Consequence (Pt. 1.3/1.3) | RoyalRoadL | |
|
Unique Fusion Magic Hex | 6-1.2 | Book 1, Chapter 1 - Truth and Consequence (Pt. 1.2/1.3) | RoyalRoadL | |
|
Unique Fusion Magic Hex | 5-1.1 | Book 1, Chapter 1 - Truth and Consequence (Pt. 1.1/1.3) | RoyalRoadL | |
|
Unique Fusion Magic Hex | 4 | UFMH - Rankings + Other Information | RoyalRoadL | |
|
Unique Fusion Magic Hex | 3-0.3 | Book 1, Prologue - To Each Their Own (Pt. 0.3/0.3) | RoyalRoadL | |
|
Unique Fusion Magic Hex | 2-0.2 | Book 1, Prologue - To Each Their Own (Pt. 0.2/0.3) | RoyalRoadL | |
|
Unique Fusion Magic Hex | 1-0.1 | Book 1, Prologue - To Each Their Own (Pt. 0.1/0.3) | RoyalRoadL | |
|
Unique Fusion Magic Hex | UFMH - Rankings + Other Information | RoyalRoadL |